Together Mode: Difference between revisions

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(Added additional info to some of the stages. Will work on it more tomorrow.)
(→‎Stages: Haven't found replacements for the others yet.)
 
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[[File:Together mode.png|thumb|280px|The Together Mode logo for Worldwide play]]
{{Missing Image|Images for Stages}}
[[File:Together mode.png|thumb|280px|The Together Mode logo for Worldwide play.]]
[[File:TeamBattle.png|thumb|A match begins]]
The '''Together Mode''' in ''[[Kid Icarus: Uprising]]'' is a new feature to the series that allows six players to battle each other. The entire mode plays in the same way as the ground missions of the game, with the on-rails flight mechanics never being used during any part of a match. It was first introduced at E3 2011 and allows 3 on 3 battles using the same weapons that are featured in the single player campaign. Players play as [[Fighter]]s equipped with a weapon and [[Powers]] chosen before the matches begin, and a Fighter can be replaced with either [[Pit]] or [[Dark Pit]] once certain requirements are met. Despite this being a multiplayer mode, all four modes can still be played by one player simply by creating a room or choosing the "With Anyone" mode. In "With Friends" or "Nearby" mode, the empty spots will be replaced by computer players. The number of Fighters defeated are represented by swords on the top right corner of the main Together Mode screen.


The '''Multiplayer Mode''' in ''[[Kid Icarus: Uprising]]'' is a brand new feature to the series that allows six players to battle each other in what appears to be a combat training program. The entire mode plays in the same way as the ground missions of the game, with the on-rails flight mechanics never being used during any part of a match. It was first introduced at E3 2011 and allows 3 on 3 battles using the same weapons that are featured in the single player campaign. Multiplayer also features both normal [[Pit]] and [[Dark Pit]], as well as the [[Fighter]]s with which you will primarily use in battle. A minimum of two players are required to play this mode; any unoccupied spaces will be filled in by a CPU.  
The game supports local and online multiplayer, allowing six people nearby or across the globe to battle each other in both random and friend matches. ''Uprising'' uses the [[nwiki:Nintendo Network|Nintendo Network]] instead of [[nwiki:Nintendo Wi-Fi Connection|Nintendo Wi-Fi Connection]], the first official game in North America to do so.
 
==Connectivity==
===Nearby (Local)===
When selecting "Nearby", players can only play with other people in close vicinity by creating rooms for them to join.
===Far Away (Online)===
When selecting "Far Away", players can battle it out with friends or strangers all across the world. When playing with strangers, players will be sent to a random room with available slots.
====With Friends====
This option only allows fights between friends registered on the Friend List while playing "Far Away".
====With Anyone====
This option only allows random strangers to join the fray while playing "Far Away".  


==Game Modes==
==Game Modes==


There are two modes in Together mode:
There are two main modes of gameplay in Together Mode:


===Light vs. Dark===
===Light vs. Dark===
[[File:Multi_art1.png|280px|right]]
[[File:Multi_art1.png|280px|right]]
 
The rules of this mode are both unique and simple. All six players are divided into two teams: [[Light Team]] and [[Dark Team]]. Each team consists of three Fighters with separate health bars and each armed with a weapon of choice as well as their own [[Powers]]. In addition to the individual health bars, each team also has a life gauge that is depleted each time a team member is eliminated. The main goal of the game is to keep defeating the opposing team's Fighters until their life gauge is depleted. Once that occurs, the enemy team's last defeated member will spawn as either Pit or Dark Pit, depending on the team's color. At this point, the life gauge for that team will be used as the angel's health bar, and once again must be depleted for the other team to win. However, angels are much stronger in battle and have more health than the typical Fighter, making teamwork very necessary to beat the enemy. If a player other than the angel is defeated, the angel's health bar is depleted as a life gauge, however healing powers and items can restore the gauge as a life meter.
The rules of this mode are both unique and simple. All six players are divided into two teams: [[Light Team]] and [[Dark Team]]. Each team consists of three Fighters with separate health bars and each armed with a weapon of choice as well as their own [[Powers]]. In addition to the individual health bars, each team also has a life gauge that is depleted each time a team member is eliminated. The main goal of the game is to keep defeating the opposing team's Fighters until their life gauge is depleted. Once that occurs, the enemy team's last defeated member will spawn as either Pit or Dark Pit, depending on the team's color. At this point, the life gauge for that team will be used as the angel's health bar, and once again must be depleted for the other team to win. However, angels are much stronger in battle and have more health than the typical Fighter, making teamwork very necessary to beat the enemy. If a player other than the angel is defeated, the angel's health bar is depleted as a life gauge, however Health Recovery, can restore the gauge as a life meter.


===Free-for-All===
===Free-for-All===
[[File:Multi_art2.png|280px|right]]
[[File:Multi_art2.png|280px|right]]
This mode has no teams and no angels, instead having different colored Fighters battle each other until the time limit is over. Who ever receives to highest overall score wins. Like team matches, players will be able to equip their weapon of choice as well as a number of Powers for use throughout the match. Some of the battlefields in Free-for-All are also considerably smaller than those of Light vs. Dark. This mode can be played with less than six people, although computerized characters will fill in the rest of the slots.
This mode has no teams and no angels, instead having different colored Fighters battle each other until the time limit is over. Who ever receives the highest overall score wins. Like team matches, players will be able to equip their weapon of choice as well as a number of Powers for use throughout the match. Some of the battlefields in Free-for-All are also considerably smaller than those of Light vs. Dark. This mode can be played with less than six people, although computerized characters will fill in the rest of the slots.
<br clear=all/>
{{clr}}


==Rules==
==Rules==
===Weapons and Items===
===Weapons and Items===
At the beginning of each match, all of the players will be able to choose amongst the weapons they have collected during the single player campaign. In addition, some well known items can also be found such as [[Food]] to replenish health. Finally, Powers can be used to heal oneself or execute powerful attacks against opponents. Exclusive weapons found only in Together mode are also included. Examples are [[Medusa Head]]s, [[Capture Circle]]s and [[Chomp Trap]]s.
At the beginning of each match, all of the players will be able to choose amongst the weapons they have collected during the single player campaign. In addition, some well known items can also be found such as [[Food]] to replenish health. Finally, [[Powers]] can be used to heal oneself or execute powerful attacks against opponents. Exclusive weapons found only in Together mode are also included. Examples are [[Medusa Head]]s, [[Capture Circle]]s and [[Chomp Trap]]s.


===== Daybreak =====
===== Daybreak =====
''For the main article, please see [[Daybreak]].''
The most notable weapon which is unique to this mode is [[Daybreak]]. It consists of three parts to be found: Daybreak A, B and C. Once combined, it unleashes a mighty blast that, if positioned correctly, will knock out foes in one hit. Players will hold on to the pieces until one player collects all three, but they can drop the pieces if they are defeated.
 
The most notable weapon which is unique to this mode is '''Daybreak'''. It consists of three parts to be found, Daybreak A, B and C. Once combined, it unleashes a mighty blast that, if positioned correctly, will knock out foes without a doubt. It is a device exclusively created for Together mode; a device which can easily tip the battle in your favour when in peril.


===Weapon Value===
===Weapon Value===
The value of one's weapon affects both game modes of multiplayer. In ''Light vs. Dark'', the higher the value of the weapon, the greater the amount of a team's life gauge will drop. So in this instance, using powerful weapons in the battlefield isn't always necessarily the best strategy. In ''Free-for-All'', the player that defeats a foe with a high weapon value will receive more points.  
The value of one's weapon affects both game modes of multiplayer. In ''Light vs. Dark'', the higher the value of the weapon, the greater the amount of a team's life gauge will drop. So in this instance, using powerful weapons in the battlefield isn't always necessarily the best strategy. In ''Free-for-All'', the player that defeats a foe with a higher weapon value will receive less points for each fighter defeated compared to someone with a lower weapon value. However, players can defeat other Fighters more easily than one with a lower weapon value.


===Stamina===
===Stamina===
As in Solo Mode, each Fighter will also have a limited amount of stamina during battle. If a player runs for too long or uses too much energy (causing sweat to drop from them) to climb up a hill or round a path, they will begin to slow down and stumble while flashing red. Until a player completely stops to catch their breath for a few seconds, they will remain extremely vulnerable to attack.
As in Solo Mode, each Fighter will also have a limited amount of stamina during battle. If a player runs for too long or uses too much energy (causing a sweat notification next to the heath bar as well as sweat indications from the character) when dashing, they will begin to slow down and then stumble while flashing red, making them unable to move or dodge. The power [[Tirelessness]] will prevent the user from losing Stamina for a duration of time.


===Rewards===
===Rewards===
After a battle has finished, players will be given a sum of hearts depending on how well they did. They may be even rewarded with Weapons, Powers and even [[Idol]]s. The chances for better rewards increase if the player fights with more people and by fighting friends registered on their friend list. Individuals that do very little during a match will not be rewarded anything, regardless if their team won or not.
After a battle has finished, players will be given a sum of [[heart]]s depending on how well they did. They may be even rewarded with Weapons, Powers, or [[Idol]]s. The chances for better rewards increase if the player fights with more people and by fighting players registered on their friend list. Individuals that do very little during a match will not be rewarded much, regardless if their team won or not.


==Stages==
==Stages==
The Multiplayer Mode will feature a number of stages for players to battle in. Most of them will likely be based on locations featured in the story mode. So far, multiple different stages have been confirmed:
Together Mode features a number of stages for players to battle in. These stages are very different to what is experienced in Solo Mode. However, the flow of fighting remains the same, with some elements from Solo Mode being borrowed onto Together Mode, specifically [[Grind Rail]]s, [[Jump Pad]]s and music tracks such as the Land Battle music for Chapter 19: ''[[The Lightning Chariot]]'' being played on the stage [[Forgotten City]]. The following is a list of all Stages found in the game:


{| align="center" border="2" cellpadding="2" cellspacing="1" style="width: 800px; height: 300px;"
{| align="center" border="2" cellpadding="2" cellspacing="1" style="width: 800px; height: 300px;"
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<p style="text-align: center;">'''Windy Wasteland'''</p>
<p style="text-align: center;">'''[[Windy Wasteland]]'''</p>
| style="text-align: center;"|This arena seems to have been inspired by the setting of ''[[The Return of Palutena]]'', featuring a grassland rife with a cliff and ruins. The area is wide open and contains many fragmented stones to hide behind. The two steep hills on each side of the arena can cause players to quickly lose stamina. A small hidden area to the bottom right of the stage is a popular hide-out for angels in peril of death. The main cluster of battle occurs in the courtyard outside the the ruined temple columns.
| style="text-align: center;"|This basic example of a battle stage is normally the first to be encountered by [[Fighter]]s. It has a grassy themed appearance coupled with some temple ruins.
| style="text-align: center;"|[[File:arena_grassland.png|200px]]
| style="text-align: center;"|[[File:Windy Wasteland.png|200px]]
|-
|-
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<p style="text-align: center;">'''Lava Basin'''</p>
<p style="text-align: center;">'''[[Lava Basin]]'''</p>
| style="text-align: center;"|One of the more brutal battlegrounds in the game, located within the crater of an active volcano. This arena has multiple levels and locations connected by chain-linked pathways that meet at a central stone pillar. Many [[Jump Pad]]s can be found in this location as well, giving way to otherwise impossible platforms to reach or leave. Lava Basin can be a dangerous zone for any melee hits received, since Fighters can easily be thrown into the lava this way. The center of this stage is where the battle mainly occurs.
| style="text-align: center;"|The second stage normally encountered by [[Fighter]]s, Lava Basin is set around the vent of a volcano. The terrain mainly includes molten rock and chain-linked bridges.  
| style="text-align: center;"|[[File:arena_volcanic.png|200px]]
| style="text-align: center;"|[[File:arena_volcanic.png|200px]]
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<p style="text-align: center;">'''Starlight Observatory'''</p>
<p style="text-align: center;">'''[[Starlight Observatory]]'''</p>
| style="text-align: center;"|This eerie arena offers two levels to battle on. The second level can only be accessed through the use of Jump Pads. One is found inside the building; the other outside. Both indoors and out, beautifully crafted glass cuboids stand to serve as battlements for Fighters to retreat behind for protection. These are especially fit for players using [[Club]]s, since they can aim and shoot charged shots right through them without having to move out, thus becoming vulnerable to attack. This stage is always fought upon during nighttime.
| style="text-align: center;"|The third stage in Together Mode. This battleground is always fought at nighttime, adding to the mysterious effect of glass structures found within.
| style="text-align: center;"|[[File:arena_temple.png|200px]]
| style="text-align: center;"|[[File:arena_temple.png|200px]]
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<p style="text-align: center;">'''Ancient Fortress'''</p>
<p style="text-align: center;">'''[[Ancient Fortress]]'''</p>
| style="text-align: center;"|As its name implies, the centerpiece of this arena is based around a large fragmented castle where players can hide in. For Figters that prefer the more open spaces for combat, the castle's courtyard provides the perfect battleground for chaotic fights, containing multiple stone fragments fit for taking cover. The castle's inside consists of three staircases (including the hidden one at the back) and multiple Jump Pads for reaching the top. Attentive players can find an orange Jump Pad which run at in the right direction will immediately take you atop the roof. This, coupled with two other stone platforms requiring Pads to access all provide perfect hot-spots sought after snipers using [[Staff]]s.  
| style="text-align: center;"|The fourth stage in Together Mode. The fragmented castle provides both perfect aerial sniping and secret hiding spots for those in peril of death.
| style="text-align: center;"|[[File:arena_castle.png|200px]]
| style="text-align: center;"|[[File:arena_castle.png|200px]]
|-
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<p style="text-align: center;">'''Twilight Stratosphere'''</p>
<p style="text-align: center;">'''[[Twilight Stratosphere]]'''</p>
| style="text-align: center;"|An arena that is much more segmented than the others, and appears to be located high up in the sky, hence the name ''Stratosphere''. The multiple circular platforms in the stage give Fighters both an easy escape from fights and a good place for sniping enemies, thanks to the simple method of jumping off the platform. [[Jump Pad]]s help Fighters wanting to barrage foes with projectiles travel up to the center platform, a difficult journey but rewarding in the end. An orange Jump Pad is also present in the stage allowing players to leap sky high to get a good viewing of the position of other Fighters.
| style="text-align: center;"|The fifth stage in Together Mode. This battleground features the ''Thunder Cloud Temple'' music. Set high up in the sky, it is very fragmented.
| style="text-align: center;"|???
| style="text-align: center;"|[[File:KIU Multiplayer Stage.jpg|200px]]
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<p style="text-align: center;">'''Desert Tomb'''</p>
<p style="text-align: center;">'''[[Desert Tomb]]'''</p>
| style="text-align: center;"|A desert-based arena located around a tiled building. It has a large, open balcony in addition to its smaller indoor areas. Main fights occur within the huge room in the center of the stage. Escaping and entering this location is quite simple thanks to an orange Jump Pad and a huge open rooftop above the area. For sneaky attackers, the two main respawning areas are within the building near the parallel staircases or outside of battlegrounds in the outskirts of the desert. This stage is relatively bare, containing no strategic hide-outs or hidden passages.
| style="text-align: center;"|The sixth stage in Together Mode. Desert Tomb's main feature is it's distinct three levels made specifically for snipers, melee fighters and the injured.
| style="text-align: center;"|???
| style="text-align: center;"|[[File:Desert Tomb.jpg|200px]]
|-
|-
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<p style="text-align: center;">'''Rail Temple'''</p>
<p style="text-align: center;">'''[[Rail Temple]]'''</p>
| style="text-align: center;"|This stage takes place in an eerie location with fog and tall ruins, as well as a large inaccessible stone tower in the background. This particular stage is notable in that it uses [[Grind Rail]]s extensively, allowing players to easily and quickly get from one side of the area to the other. In addition, the rails come in pairs, opening up the possibility for players to battle each other along them. This is a quick and easy method for escaping and entering a battle. Two Grind Rail posts have additional rails leading to the center island afloat above. This is the place of refuge for angels in peril, however the open view on the island easily reveals their position. The island does not allow players to fall off it; rather it requires them to use the orange Jump Pad to exit. The rest of the field is relatively plain and leveled. This is where the major fights occur. 
| style="text-align: center;"|The seventh stage of Together Mode. As its name implies, [[Grind Rail]]s are used here, the only battleground to do so. This stage is considered as the most intriguing.
| style="text-align: center;"|[[File:arena_ruins.png|200px]]
| style="text-align: center;"|[[File:Rail Temple.png|200px]]
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<p style="text-align: center;">'''Cave of Spirits'''</p>
<p style="text-align: center;">'''[[Cave of Spirits]]'''</p>
| style="text-align: center;"|This arena has a collection of mysterious crystal walls and pillars inside it, referencing the Spirits it has mentioned in its title. With no real tricks or any hazards, this stage is popular among cautious players wanting more safety than excitement. However, what it lacks in this, it makes up for the multiple pathways and passages, causing Fighters to run in circles before meeting the opponent desired. Angels may feel secure here, especially if they manage to find the cave's few exits thanks to a nifty bridge and a couple of winding paths. The main battle normally occurs in the heart of the arena, among the beautiful crystal structures.  
| style="text-align: center;"|The eighth stage of Together Mode. Cave of Spirits is the most complex battleground with multiple routes and pathways. To be attempted by experienced players only.
| style="text-align: center;"|???
| style="text-align: center;"|???
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<p style="text-align: center;">'''Forgotten City'''</p>
<p style="text-align: center;">'''[[Forgotten City]]'''</p>
| style="text-align: center;"|???
| style="text-align: center;"|The ninth stage of Together Mode. Forgotten City has a large building and plenty of room outside containing a large pit and a few platforms.
| style="text-align: center;"|???
| style="text-align: center;"|[[File:Forgotten City.jpg|200px]]
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<p style="text-align: center;">'''Spiral Tower'''</p>
<p style="text-align: center;">'''[[Spiral Tower]]'''</p>
| style="text-align: center;"|A medium-sized field with a tall tower in the corner of the stage. The tower has a spiral ramp leading to the top. While perfect for angels seeking peace, getting to the top can be perilous since only a Power can grant one long run to the peak. The field below is rocky and relatively level, but there are some sections with multiple heights. This battleground is always fought at sunset, with a nice soothing orange sky to behold.
| style="text-align: center;"|The tenth stage of Together Mode, and the last of the ''normal'' stages. The most prominent feature is the tall tower which has advantages and drawbacks.
| style="text-align: center;"|???
| style="text-align: center;"|???
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<p style="text-align: center;">'''Large Arena'''</p>
<p style="text-align: center;">'''[[Large Arena]]'''</p>
| style="text-align: center;"|A flat, wide open, circular stage divided into four sections. No obstacles on this stage makes for a consistent fight with nowhere to hide. This is essentially a giant version of the Small Arena.
| style="text-align: center;"|The eleventh stage of Together Mode. A flat, wide open, circular stage with plenty of fighting room, but no obstacles to take cover behind.
| style="text-align: center;"|???
| style="text-align: center;"|???
|-
|-
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<p style="text-align: center;">'''Small Arena'''</p>
<p style="text-align: center;">'''[[Small Arena]]'''</p>
| style="text-align: center;"|A flat, wide open, circular stage lacking obstacles. Very similar to the Large Arena but much smaller.
| style="text-align: center;"|The twelfth and final stage of Together Mode. This circular stage is a smaller version of its cousin, offering very limited fighting space and nowhere to run or hide.
| style="text-align: center;"|???
| style="text-align: center;"|???
|}
|}
==Connectivity==
[[File:TeamBattle.png|thumb|280px|The six initial players in Light vs. Dark]]
The game is confirmed to support local and online multiplayer, allowing six people nearby or across the globe to battle each other in both random and friend matches.  Uprising uses the [[mariowiki:Nintendo Network|Nintendo Network]] instead of [[nwiki:Nintendo Wi-Fi Connection|Nintendo Wi-Fi Connection]], the first official game to do so.


[[Category:Kid Icarus: Uprising]]
[[Category:Kid Icarus: Uprising]]

Latest revision as of 17:50, 11 February 2019

Palutena glasses.png
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Specifics: Images for Stages.


The Together Mode logo for Worldwide play.
A match begins

The Together Mode in Kid Icarus: Uprising is a new feature to the series that allows six players to battle each other. The entire mode plays in the same way as the ground missions of the game, with the on-rails flight mechanics never being used during any part of a match. It was first introduced at E3 2011 and allows 3 on 3 battles using the same weapons that are featured in the single player campaign. Players play as Fighters equipped with a weapon and Powers chosen before the matches begin, and a Fighter can be replaced with either Pit or Dark Pit once certain requirements are met. Despite this being a multiplayer mode, all four modes can still be played by one player simply by creating a room or choosing the "With Anyone" mode. In "With Friends" or "Nearby" mode, the empty spots will be replaced by computer players. The number of Fighters defeated are represented by swords on the top right corner of the main Together Mode screen.

The game supports local and online multiplayer, allowing six people nearby or across the globe to battle each other in both random and friend matches. Uprising uses the Nintendo Network instead of Nintendo Wi-Fi Connection, the first official game in North America to do so.

Connectivity

Nearby (Local)

When selecting "Nearby", players can only play with other people in close vicinity by creating rooms for them to join.

Far Away (Online)

When selecting "Far Away", players can battle it out with friends or strangers all across the world. When playing with strangers, players will be sent to a random room with available slots.

With Friends

This option only allows fights between friends registered on the Friend List while playing "Far Away".

With Anyone

This option only allows random strangers to join the fray while playing "Far Away".

Game Modes

There are two main modes of gameplay in Together Mode:

Light vs. Dark

Multi art1.png

The rules of this mode are both unique and simple. All six players are divided into two teams: Light Team and Dark Team. Each team consists of three Fighters with separate health bars and each armed with a weapon of choice as well as their own Powers. In addition to the individual health bars, each team also has a life gauge that is depleted each time a team member is eliminated. The main goal of the game is to keep defeating the opposing team's Fighters until their life gauge is depleted. Once that occurs, the enemy team's last defeated member will spawn as either Pit or Dark Pit, depending on the team's color. At this point, the life gauge for that team will be used as the angel's health bar, and once again must be depleted for the other team to win. However, angels are much stronger in battle and have more health than the typical Fighter, making teamwork very necessary to beat the enemy. If a player other than the angel is defeated, the angel's health bar is depleted as a life gauge, however healing powers and items can restore the gauge as a life meter.

Free-for-All

Multi art2.png

This mode has no teams and no angels, instead having different colored Fighters battle each other until the time limit is over. Who ever receives the highest overall score wins. Like team matches, players will be able to equip their weapon of choice as well as a number of Powers for use throughout the match. Some of the battlefields in Free-for-All are also considerably smaller than those of Light vs. Dark. This mode can be played with less than six people, although computerized characters will fill in the rest of the slots.

Rules

Weapons and Items

At the beginning of each match, all of the players will be able to choose amongst the weapons they have collected during the single player campaign. In addition, some well known items can also be found such as Food to replenish health. Finally, Powers can be used to heal oneself or execute powerful attacks against opponents. Exclusive weapons found only in Together mode are also included. Examples are Medusa Heads, Capture Circles and Chomp Traps.

Daybreak

The most notable weapon which is unique to this mode is Daybreak. It consists of three parts to be found: Daybreak A, B and C. Once combined, it unleashes a mighty blast that, if positioned correctly, will knock out foes in one hit. Players will hold on to the pieces until one player collects all three, but they can drop the pieces if they are defeated.

Weapon Value

The value of one's weapon affects both game modes of multiplayer. In Light vs. Dark, the higher the value of the weapon, the greater the amount of a team's life gauge will drop. So in this instance, using powerful weapons in the battlefield isn't always necessarily the best strategy. In Free-for-All, the player that defeats a foe with a higher weapon value will receive less points for each fighter defeated compared to someone with a lower weapon value. However, players can defeat other Fighters more easily than one with a lower weapon value.

Stamina

As in Solo Mode, each Fighter will also have a limited amount of stamina during battle. If a player runs for too long or uses too much energy (causing a sweat notification next to the heath bar as well as sweat indications from the character) when dashing, they will begin to slow down and then stumble while flashing red, making them unable to move or dodge. The power Tirelessness will prevent the user from losing Stamina for a duration of time.

Rewards

After a battle has finished, players will be given a sum of hearts depending on how well they did. They may be even rewarded with Weapons, Powers, or Idols. The chances for better rewards increase if the player fights with more people and by fighting players registered on their friend list. Individuals that do very little during a match will not be rewarded much, regardless if their team won or not.

Stages

Together Mode features a number of stages for players to battle in. These stages are very different to what is experienced in Solo Mode. However, the flow of fighting remains the same, with some elements from Solo Mode being borrowed onto Together Mode, specifically Grind Rails, Jump Pads and music tracks such as the Land Battle music for Chapter 19: The Lightning Chariot being played on the stage Forgotten City. The following is a list of all Stages found in the game:

Stages

Windy Wasteland

This basic example of a battle stage is normally the first to be encountered by Fighters. It has a grassy themed appearance coupled with some temple ruins. Windy Wasteland.png

Lava Basin

The second stage normally encountered by Fighters, Lava Basin is set around the vent of a volcano. The terrain mainly includes molten rock and chain-linked bridges. Arena volcanic.png

Starlight Observatory

The third stage in Together Mode. This battleground is always fought at nighttime, adding to the mysterious effect of glass structures found within. Arena temple.png

Ancient Fortress

The fourth stage in Together Mode. The fragmented castle provides both perfect aerial sniping and secret hiding spots for those in peril of death. Arena castle.png

Twilight Stratosphere

The fifth stage in Together Mode. This battleground features the Thunder Cloud Temple music. Set high up in the sky, it is very fragmented. KIU Multiplayer Stage.jpg

Desert Tomb

The sixth stage in Together Mode. Desert Tomb's main feature is it's distinct three levels made specifically for snipers, melee fighters and the injured. Desert Tomb.jpg

Rail Temple

The seventh stage of Together Mode. As its name implies, Grind Rails are used here, the only battleground to do so. This stage is considered as the most intriguing. Rail Temple.png

Cave of Spirits

The eighth stage of Together Mode. Cave of Spirits is the most complex battleground with multiple routes and pathways. To be attempted by experienced players only. ???

Forgotten City

The ninth stage of Together Mode. Forgotten City has a large building and plenty of room outside containing a large pit and a few platforms. Forgotten City.jpg

Spiral Tower

The tenth stage of Together Mode, and the last of the normal stages. The most prominent feature is the tall tower which has advantages and drawbacks. ???

Large Arena

The eleventh stage of Together Mode. A flat, wide open, circular stage with plenty of fighting room, but no obstacles to take cover behind. ???

Small Arena

The twelfth and final stage of Together Mode. This circular stage is a smaller version of its cousin, offering very limited fighting space and nowhere to run or hide. ???